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Modern action-adventure games are easy enough for me. They are too easy, would you say, if you would like there to be a mystery about where your character climbing cliffs should jump or what levers he should shoot when trying to run old machines. Tips tend to be quick because your hero will begin to mumble solutions if you have not found one quickly. I wish these games allow me to find things by myself.
All this is improved by the difficulty settings in Shadow of the Tomb Raider. The new game, released later this week, includes a series of difficulty settings that make the game more challenging and interesting to play.
I heard about this feature for the first time in June at E3, when Jill Murray, the game's main writer, stated that players could prevent the game from showcasing the ledges on which they had to jump.
Early in the game Shadow of the Tomb Raider for a review last week, I found this setting and turned it into a hard drive. It turns out that there are three levels. They go on to make bold exploration marks, then fade, then nonexistent.
My colleague Tim Rogers captured a short video of Lara Croft entering a room at three different times, each at a different level of difficulty. You can see how easy it is to know where to go in an easy environment:
If you want to play games without tagging and making your way, increasing the difficulty of exploring the game is the way to go. I also recommend raising the difficulty for fighting and solving puzzles. All three can be activated independently, but in combination they make the game less like a trick and more like a quest.
When you find the difficulty of the game, you get less verbal advice on how to solve the many challenges of the game challenges. With ease, Lara and his friends tell you what the solution. Medium or strong, they will mumble vague clues, if any. You can hear the variations in this video of Tim on the options of the game:
By changing the combat difficulty to hard, you remove some of the prompts you would normally encounter when enemies spotted you. It also removes color queues that tell you which enemies are in the line of sight of anyone (they are yellow) and who are (they are red). Removing a red enemy warns another, while yellow does not. See color coding to help sneak. Strangely, even if the settings are too hard, you can acquire a skill that allows you to access the color code anyway, but I found that winning this skill instead of setting it by default suited me better.
The difficulty settings of the game can be changed at any time, and I confess that there have been some cases where I came across a puzzle and I changed the difficulty in medium for a clue. I tried to resist, however, because the game seemed better and more rewarding when I allowed myself to be a little lost and overwhelmed. No shame for those who would prefer to play with any of these sliders should be easy. The choice is good!
There is one aspect of the difficulty of the game that can not be changed. At the beginning, players can choose to go through Shadow to the difficulty "mortal obsession". The description of this difficulty setting, which groups the three cursors on "very hard", has the same settings as when all the parameters are defined, with only one change: the game removes any automatic backup, allowing players to save only the forcing people to spend resources in the game to even light these base camps. I have not tried this setting yet, but I'm intrigued. It sounds hardcore.
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In addition to the difficulty of the game, there are some language settings that I also decided to change when I played. You spend most of the game in virtual Peru, where dozens of characters Croft can speak to are native speakers of Spanish or Mayan Yucatec. By default, they will talk to Croft in English, but if you go to the options submenu and game language, you can enable voice-over immersion. This makes most characters speak to you in their own language. Croft, awkwardly, always speaks to them in English, and the people she talks to understand her perfectly. It reads like she's supposed to speak to them in their language and we hear it in English because it's the only vocal track we have for her. It's weird, but the fact that other characters speak in their own language helps reinforce the idea that our explorer is out of his element.
Like many aspects of Shadow of the Tomb Raider, the difficulty of the game and the language settings are a step forward for the series, but they are not perfect. I liked to compose and change the languages that I had heard, but I still saw improvements to make. If you play the game, I strongly recommend you to make things more difficult, but be warned, even in case of difficulty, the game can sometimes not help itself but gives you prematurely a useless clue:
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